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Post by Morell on Apr 17, 2020 15:12:02 GMT -5
You have unbeliavably keen eye Esco. The storm is controlled by particle emitter, which draws particles on the face randomly. For incoming I'll have to figure out how to remove all unused vertices, so I can control their weights, which controls where particles are and are not generated. I confess that this storm is giving me headaches. I studied the original video for some time and I keep checking it for comparing the storms. And I have completely no idea how they did it. I think they used sprites, but seems almost like smoke emulation I use... I'm still far from being satisfied with the storm myself.
Robs ON: The texture seems fine. In blender it misbehaves a little, but that is of no importance, see the video, just the mountains has to be moved so they match the first video while using advantage of good light of the sunrise. Either that or I will cut the texture to move it around the scene...
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Post by Robs ON on Apr 18, 2020 9:44:18 GMT -5
Ah...I see the problem. Texture needs to be tileable. Hm...the possible solution is to create a tile to fit the end of the image to its origin for mountain. For sky the solution is to create the connection tile blurry and faded that will blend its opacity to the clouds opacity
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Morell
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Post by Morell on Apr 19, 2020 3:28:01 GMT -5
No, the original texture was perfect tileable, it is only the darer area, which damages the effect. If you have Maia, you can test tile-ability yourself, or not? And bluring would not help that at all, especially at these ball textures. You can get the point better from this HDRI texture, maybe. When you put it as environment texture in Blender, you can look around and in all angles it looks like being in the forest and just turning around, it will look good in all angles. I think that it might have similar feature in Maia. Also it is the same as exploring places on google maps I believe. (no idea how HDRI textures or other such are made, but I'm glad that they are for free in decent resolution) The sky texture I use is of the same kind, already perfect effect, although I think there is little error in the mountains. That darkening of one side caused the effect, as the darker area fills side of the texture, but doesn't respect ball deformation. But as I said, it doesn't matter, It won't be used at inverted castle scene anyway and there the sky will be covered by the storm and non transparent inverted castle. XD
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Post by Robs ON on Apr 19, 2020 10:02:51 GMT -5
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Morell
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Post by Morell on Apr 20, 2020 12:50:04 GMT -5
I'm tired today so just to the storm...
This is what I have now. I tried what I could to combine expanding smoke and keeping the shape of clouds. I cannot make it pop from tiny dot into lovely cloud as in original video. I can either make nice clouds or nice entering of filling the air with "smoke," but then it turn into solid disc, which I try to prevent. I can help it with fade in at the beginning of the storm, but I'm afraid that that's it. Will do one more test render with last tweak of edits, but I think that it will be the best one I can make on the storm. I will post final version tomorrow. ---------------------------- Damn it! Okay, still solving the storm, the generating of clouds is controlled by 10 variables and I'm still trying to find out how to remove disturbing frames, but the income seems to be working much better now. (also learning how the variables affect each other as help lines in Blender doen't help much and they react among each other) Honestly, I'm starting to be glad for quarantine time, I would need much longer time if I still had a work.
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Post by Morell on Apr 22, 2020 3:37:16 GMT -5
Hmmm... no, I will use the one you send me and I said that I will. The important is that it is the same texture as already is in use so I can make fade the sunrise texture on the original without it looking funny. ------------------------------- Today I finally have good news. I've finished the work on the clouds of the storm, at least this emulating part. The incoming I will do by playing with alpha channel on first 30 to 50 frames of emulation and sort those few most disobeying frames handy, but that will last for final render. Now I only have to sort the lighting, but that is no real edit of simulation. This time I present preview inside the Blender because I have to tell you about finally usable idea for the last vid. The castle is creature of chaos, so I decided to make the storm a portal into realm of chaos, where the castle will return using the light. The storm appears, in it's center will be black hole of some kind, would like ideas there what sort of texture use for the eye of this storm. And then I got idea called Navaros. Navaros is final boss in the game Drakan OOTF, one of the best dragon games ever made. It's old now, which painfully appears in the game, and has strong compatibility issues, which is sad, but has amazing music. (But I must admit that win 10 has incredibly good backward compatibility, Drakan works on my new notebook... although only with start saves as starting game from menu doesn't work...) Some more info on Navaros: drakan.fandom.com/wiki/NavarosHow he looks in the game: My idea is to make four heads of Navaros appear from the eye of the storm looking down, maybe a scream, there should be time for that and when the camera gets to position for light to came and take the castle, the heads will return into the eye of chaos and disappear. As you see, the rip is far from being good, but I have enough rips right from the game to complete the heads of Navaros. and I do have textures as well. Got advice from bro, so I did few last touches, I think it looks perfect now, well at least the clouds part. The entering of the storm I will edit a little so it grows from the dots, but now with many tiny dots it looks different, so Might not even need that. So now the sceneratio for the vid is: scene with the castle, storm appears and in the middle the portal into chaos, from it appears four heads of Navaros, scream, hide, the light comes and take the castle up, the storm disappears and the sunrise. Also thinking about using arcane circle at the eye of the storm as portal to the chaos or hell. Thinking about using this one in red color: browsergameita.com/images/arcane-circle-png-6.pngSo, what do you think guys?
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Post by Esco on Apr 23, 2020 4:04:47 GMT -5
Sorry Morrel, but those clouds are an absolute no. They don't look like clouds forming. Just random particles appearing. It's also extremely slow and those clouds look very bright, not dark and murky. It might be a better idea to figure out a way to do them like the original video: there the clouds appear to fade in layer by layer. I really don't know though, I'll honestly have to leave it up to you to figure out as I know little about 3D modeling/production. If you can't, I recommend asking around with some other 3d artists/video producers. I'm sure there are lots of people out there who can help you figure it out. And an extra set of eyes (or two) always helps. No heads of Navaros. It's a creative idea, but has nothing to do with CV. And we already have a vortex of clouds with light coming from a hole in the center. So it sounds like overkill putting a black hole at the center. I like the original view of it looking like Heaven is opening up to tear the castle from this Earth. What you did with the first vid was perfect: basically upgrading the original. Once we get the base one going, if we want to add more effects like particles, light, etc. we can do that. But one thing at a time. If we can't get the basics right first, we are just overcomplicating things by trying to add more and more. And as a person who has had to reverse engineer a LOT of effects, I can tell you now that the hardest part is figuring out what the original team did. For me, once I knew that, actually reproducing it was usually pretty easy.
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Post by Morell on Apr 23, 2020 14:43:49 GMT -5
Alright, that's fair. First, I did some housekeeping and removed all vids before preview of first vid, no reason to keep them around when first vid is done. Now, to your notes, when studying the game, you can use tools and even the code to read how it is done, with the vid you have only your eyes so it is not entirely the same, with the vid you have no "backstage" to explore... but I get what you are trying to say. Okay, to the basics, first let's make a cloud, then make a storm. I've dumped the particles, easy to control but they misbehave a lot and do not work enough to make it closer to original vid than it is now, so I'm going to have to manage each cloud separately. So let's start with making workable cloud. I've made a ball as testing smoke source. And then five of them to see how each will act. So far it looks interesting, maybe even promising.
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the blood is the life
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Post by Morell on Apr 27, 2020 7:39:13 GMT -5
I had very busy days now, but finally got to render again and to our clouds. I finally found out how to make them emerge better. They now act way more as clouds.
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Post by Esco on Apr 28, 2020 7:35:25 GMT -5
Now that looks better and more like clouds.
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Post by Morell on Apr 29, 2020 9:29:42 GMT -5
I'd like to know your opinion, 22 clouds are editable fine, but when I start building the storm, there is going to be a LOT of them and each must be "programed" separately, although it can be done in groups, but further edit would be problematic, so my question simple and hard, are those usable as final for the video? Color is exception, that can be changed easily globally.
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Post by Esco on Apr 29, 2020 15:03:50 GMT -5
Well, the cloud would have to form differently. Right now it looks like 22 small puffs of something all forming separately and at the same time. Vs it being a large group of clouds. Why not use bigger objects?
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Post by Morell on Apr 30, 2020 3:58:00 GMT -5
Understood. Maybe better now?
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Post by Esco on Apr 30, 2020 8:54:14 GMT -5
Once the cloud forms there it looks pretty good. But beforehand, the actual formation doesn't look right. You may want to form the cloud, then fade it in once it is formed most of the way. For more questions on stuff like this though, I recommend you post questions on 3d forums, art forums, etc. Sadly I do not have the skill or knowledge to direct you on how to make clouds look right. All I can do is basically says "yes that works" or "no it doesn't" for something like this. Which I know is just not helpful to you. I'm sure you can tell that these don't look right but just aren't sure how to correct the issue. So rather than spending potentially hours playing with something and getting frustrated, I'd highly recommend doing what I do: asking for help from people who specialize in what has you stumped.
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Post by Morell on Apr 30, 2020 10:37:09 GMT -5
Alright alright, but I doubt that it will be of much help. I put the topic into Blender community on Steam, but considering the topics there I doubt that there will be someone with keen eye or ability to improvise. steamcommunity.com/app/365670/discussions/0/2260188150860940788/Hmmm... I must figure out how to alter it... making further edits to mesh makes no sense, it emits the smoke on entire mesh...
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